Monetization & Player Lifecycle
Designing monetization experiences across offers, VIP systems and live events while balancing business goals with player experience.
Year :
2020-2022
Industry :
Mobile Gaming
Client :
Beach Bum
Project Duration :
2 years

As a Monetization & UX/UI Designer at Beach Bum, I drove the visual and behavioral strategy for leading mobile titles including Rummy and Spades. Partnering directly with the Monetization product teams, I designed high-conversion player touchpoints across the entire user lifecycle. My work focused on balancing strict business KPIs (ARPU, Conversion Rates) with an engaging player experience, scaling diverse visual assets into cohesive monetization frameworks.
Impact: Not measured.
Core Monetization Modules
Below is the breakdown of the core lifecycle pillars I worked on:
Teasers (Pre-Event Engagement)
The Strategy: Designing micro-interactions and teaser assets to build anticipation before LiveOps events launch. The focus was on high-readability visual hooks that drive initial event awareness without causing feature fatigue.


Promo Offers (Direct Conversion)
The Strategy: Creating contextual in-game popups and promotional offers. These screens use behavioral economic triggers - such as scarcity and tiered value pricing - inside an interface that removes checkout friction.






High-Value Retention & Premium Environments
This module focuses on maintaining long-term loyalty and monetization loops for top-tier players across different titles, tailored specifically to each game's core mechanics:
VIP Ecosystem (Spades)
- Designed the premium UI layer and progression loyalty tracks for high-rolling players. The visual identity anchors exclusivity and status.

Custom Board Environments (Backgammon)
Designed collectible board skins for Backgammon. The skins are used for cosmetic monetization and LiveOps event rewards, and let players personalize their active gameplay zone.


Contests & Deals (Competitive Monetization)
The Strategy: Designing interfaces for limited-time contests and targeted deals. By combining competitive mechanics with clear hierarchy, the design drives impulse conversions during active player sessions.






Outcome
Not measured.



